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[3.x] Backport Image.save_jpg
and Image.save_jpg_to_buffer
from Godot 4
#63844
base: 3.x
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Integration complete, but jpg encoding is ~grabbled. For instance, capturing a viewport's texture and saving it as a jpg:
generates the following image: If anyone knows what it might be (texture compression?), I'd love to hear. Otherwise I'll give it another go when I come back from holidays. |
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The code is now working as expected and ready for review. |
CI fails because you have formatting issues. Extra empty lines in the highlighted methods in cpp and wrong indentation in documentation XML. |
@YuriSizov thanks, fixed. Let see if the CI is happy now. |
Any chance for that PR to be merged anytime soon? |
Reaches ~10fps with a 320x240 viewport image, compressed as jpg -> communication over websockets is slow! NOTE: requires recompiling Godot 3.x with this patch: godotengine/godot#63844 (which adds support for jpg compression)
Could you squash the commits? See PR workflow for instructions. As a side note, it doesn't seem to be only a backport of #62122 as you seem to have also implemented the missing |
Image.save_jpg
and Image.save_jpg_to_buffer
from Godot 4
Backported from 5786516d4d6b51
Rationale:
godotengine/godot-proposals#5059